The effect of gamification technique in teaching on student’s performance – An Experimental Study
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MSA UNIVERSITY
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Faculty of Management Sciences , Department Business Administration ; Pages 159
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Abstract
Gamification has emerged as an effective educational tool, integrating game mechanics into learning environments to enhance students’ academic performance and engagement. Despite its growing application, there remains a limited understanding of its differential impact across age groups and varying task complexities. This study investigates the effect of gamification on student performance through an experimental design involving Grade 2 and Grade 7 students; two distinct developmental stages selected to explore how cognitive influences responsiveness to gamified learning. Grade 2 students represent early childhood learners, while Grade 7 students are transitioning into adolescence, allowing for a comparative analysis of age-related differences. A randomized controlled design was conducted in which participants were divided into experimental and control groups. The experimental groups engaged in a gamified version, while the control groups received the same content through traditional instructional methods. The gamification design was aligned with the learning outcomes (LOs) of the science course to ensure educational relevance and consistency across both groups. Quantitative data were analyzed using appropriate parametric and non-parametric statistical tests to assess academic achievement, while qualitative insights were gathered through structured classroom observations. Results indicated a statistically significant improvement in academic performance among students exposed to gamified instruction, with Grade 2 students showing a more pronounced response. Observational data further revealed increased engagement, motivation, and classroom participation among experimental groups. This study provides novel insights into how gamification dynamics interact with age and task difficulty, emphasizing the need for age-appropriate design in educational gamification. The findings offer practical implications for educators and curriculum designers seeking to implement gamified learning environments effectively
